Skip to main content

D&D - Campaign Musings

Posted in

EDIT: I have decided to run a D&D game set in the rather sketchy world hinted at in the PHB and supported in most modules. Please see Documents->Darkwylde in the navigation menu for rules and guidelines.

As I inch closer toward running my first 4th Ed. D&D campaign (just D&D, hereafter), I've been giving a lot of thought to the source material. My strength as a GM is in roleplaying NPCs and world building, or so I flatter myself. This has led me to run primarily my own worlds. Over the last several years I've drifted away from that and run Arcana Evolved and Forgotten Realms, using their worlds with original content of my own devising. Now I'm at the point where I want to write a fantasy novel, possibly with a D&D tie-in, and making my own world for that effort has a lot of good synergies.

However, D&D has been geared toward the production and selling of content, both through modules and through the Dragon and Dungeon Webzines. This is a bent I've been espousing for RPG companies for decades, but it creates some problems for me. It is much more work than in the past to craft your own monsters and classes. The commercial modules come with dungeon tiles, beautiful maps, monster "blocks", and very well thought out (and thus balanced) encounters, all of which will require a great deal of effort on my part to reproduce. That pushes me toward running modules as my time for generating game content is limited.

At this point I'm torn between running D&D in a canon world (Forgotten Realms or Eberron), or creating my own. Either way, I'll likely use existing modules and adapt the plot lines and backgrounds as much as needed to fit my campaign. That's definitely laziness talking though... starting from scratch has some real appeal for me and fits in better with my book efforts, as I've decided the Forgotten Realms is not a setting I care to explore as an author. Too eclectic for my tastes.

In thinking about an "original" world, I've come down to two possibilities.

For years I ran a Rolemaster campaign set in the Azeryani Empire, an old and highly advanced society more like Renaissance Europe than Dark Ages, with enemies on all sides but currently at the top of the world. The culture had more than a bit of Persian bent, with a good deal of Roman thrown in, and societal and cultural tensions were a common theme of the campaign. The ability to use magic is born into only a few, and they are hated and distrusted by most non-mages. Choosing this setting will tend to emphasize socio-political interactions and more "civilized" engagements, rather than exploring untrammeled wilderness.

The second option is in what is essentially a post-apocalyptic Earth. The cataclysm that destroyed the civilizations that came before is psychic or magical in nature, and the planet now occupies another dimension in which magical realities commonly intersect with the physical. Most of the natural world is super-charged with these magical energies, and carries an enhanced sentience and wild power. The campaign would be set in a society which was partially protected from the ravages of the cataclysm. They have lost all history from outside their boundaries after being protected for many centuries and now the barrier that protects them is beginning to break down. All individuals have some magical ability, although they don't think of it in that manner. Strong emotions, events, age, and will all draw magical energies into a person, object or place. The effect is a bit like Middle-Earth or Patricia McKillkip's Riddlemaster series in that there are magical qualities about many things that simply make them more of what they already are. This latter setting would be much more raw, with the players operating with greater isolation and usually facing the unknown in unexplored wilderness.

I am quite interested in the inputs of anyone who cares to chime in, but especially those who think they might play.

Nightfall/Ariande Sig

Ariande Bard 20 • Nightfall Ranger 19
The Avatars, Argonessen Server

Late in the conversation, but my thoughts....

Hey Folks!

First of all, I'll do anything I can to help encourage you (Mike) to work on your novel, so if you want to create a world, adopt a world or used a canned one that works for me.  I too want to use this time to visit and get together that's important to me--it was always the reason for me to join you all anyway.  If I HAVE to read the rule book I will :-) just to be prepared. 

I had a thought about people missing.  We could leave character sheets where we play, and either the GM or a designated individual could play them.  I know it's not optimum, but it might work.  Also, believe it or not, Aaron would probably love to fill in for folks that are missing, but hat leaves Devon without someone to play with. 

So Mike, what can we do during the game to make it run smoothly for you?  Can we designate someone to read charts, take notes, clear the combat map, be a timekeeper etc?  If we all had our "jobs" that might make the game run faster and keep our "delay" time minimal.  I also think folks need to use this website more to have more conversations and discuss what's going on. 

Just my 2 cents.

Susan

 

"A small leak can sink a great ship."

--Benjamin Franklin

"A small leak can sink a great ship."

--Benjamin Franklin

Settled

I've settled on initially running a game in the Forgotten Realms or in the more generic PHB world, using the published materials. I'll decide later if I want to move to running my own campaign world, after we've all had a chance to play the game and get used to the canon rules.

I'm leaning heavily toward writing my novel in the Azeryani world, with Raven Tsuranis as the main character, so perhaps I'll work on a 4th ed. Azeryani campaign in parallel.

Whirling Motes of Scintillant Thought...

I think Griffon may have the right of it. The base D&D world is left fairly nebulous and I could easily adapt it to my second campaign world. You guys could really use a more raw, action-not words type campaign, at least for the short term. I am leaning toward just running the base D&D modules initially, and we can decide on whether to move to the Azeryani world at a later date. For those who didn't catch it, the world we'd be playing in is the world in which I set my Ternean Cycle campaign, but the D&D game would be set in a part of the world far from those events.

I'll keep pondering though. I have the itch to do something of my own.

Pathfinder

Thanks for the inputs, Frank! See my thoughts on the excellent Pathfinder RPG and equally excellent adventure path modules here. It's great stuff, but I want to run 4th edition, and Paizo's sticking with their own take on 3.5. Too bad for me.

New Campaign

Of consideration here is Mike's goal of a novel. I realy like this idea and believe he can succeed. I also think it would be good for him.

I have no problem with using modified pre-published modules. In the modern world with all its demands, there is very little choice. Still, considering your goal, a world like Forgotten Realms only makes sense if you are going to write publishable content for that world.

If the choice is between the two original worlds, the second would apeal to me more. I would worry about the amount of extra work this would require of Mike. At least the Azeryani world is well developed on both paper and in Mike's and many of the player's minds.

The real reason to play is to get together, I and Stephanie are very open and will enjoy most any game.

Another published world to consider is Pathfinder from Paizo. These people have stuck to 3.5. They have updated rules and are producing high quality modules and world material. Their new rule set in beta form is available on their web site for free (paizo.com/pathfiner) and is also sold in published form. I can bring you a copy to look over if you like.

I would think, as a newer company with a new world, there would be opportunities to publish modules, short stories and novels about the world.

Larger groups is a problem but playing with your daughter is a deffinite plus; especially for you. Certainly worth the difficulties of a larger group.

Players missing is a real problem. If payers have unique skills and they are not there when needed, how do you handle this? It doesn't work well to have someone else play their character. Just droping them costs the party their talents. I do not have an answer. What we are doing now seems to be better than someone running two heros. Perhaps, if there is a special need of a skill held by an absent player, the GM could allow it's use? Not a very good answer but the only one I can think of now.

Frank

Wow that is a lot of players

Wow that is a lot of players, especially for anything that is not canned.

I'm in for whatever but I think sticking to the 4th addition world pretty closely will have some advantages for folks getting set with the rules for the first time and learning character builds (and tools) etc.

The group collective seems mainly able to focus (mostly) during the game and can't make any extra outputs outside of that.

I was always pretty fond of Azeryani but might find it irritating to have it non roll master governing rule set for it. So guess I would lead towards something new (or canned like a module) for breaking in the rule set with a large group.

I guess the crowd might thin out if there is a must have read fully at least the players hand book kind of rule :), but I'm not sure that is a good thing. Though I plan have finished it before the first game and at least part of the DMG.

If it's possible I would love to see a smaller kick off sub game just focused on combat to hammer down the flow so there are at least a few people who really know the mechanics well enough to help those who won't be ready.

Players & Group Size

I've been plagued with too many friends and not enough games for awhile now. Nice problem to have, IMO. Many of my friends I just don't see if I don't have a regular game going for them so I end up running for groups that are too large. I'm resigned to that. Now my daughter really wants to join, which will push the group size to 9. So, 9 players in a game is my starting point.

My plan to deal with it is to become good at scaling encounters and make special efforts to keep the game moving. I'll schedule the game and we'll play bi-weekly, regardless of how many people, other than myself, can't make it. We'll often be at less than full strength, and I'll need to format things to make it easy for character to come and go from the plot. In the past, I've taken a don't ask/don't tell policy and just had absent players' characters vanish, realism be damned. It works, but I'd if anyone has some better ideas on this I'd like to hear them.

The other issue with large group sizes is character overlap. Some players don't like having their abilities duplicated in a group. My plan to deal with this is to make use of the dual development paths built into most of the classes and push those who choose duplicate classes to follow opposite paths. I will also use the Barbarian out of the Dragon Webzine and add other play test PHB2 classes to allow for more choices. If I go for the second campaign choice, some of the characters will be from outside the wards while other will be from inside, so that will further differentiate characters and I'll try make sure duplicate classes come from opposite environs.

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.